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First is how there's so many items in the game, many of them rare drops. So you dont get to craft most of them untill pretty late. What your listing as gamebreaking is pretty much some of what I imagined you could pull off with some combinations, heh.
Second is the gameplay is too level/stats centered. Its very easy to outlevel most monsters, after which they become super easy. If the balancing was better there'd be something to actually use those overpowered Aspect combinations on.
That said, personally I find the amount of items to be the games weakest part. Is there really a reason to have that many items in the game?
As you know, you didnt actually give any examples of your own up untill that point.
I take it you dont consider just Dialogue Boxes as ''visual novel nonsense'' then? Well, it took you this long to get to the actual point. Congrats.
Many jRPGs still did that. Anime styled ones more then others, tho. Persona is an example of one. Sometimes its just a case of a game being low budget. You can usually tell in advance if a game is going to be ''Visual Novel Nonsense'' or ''Cutscene to the max'' tho.
In the case of this game I'd say its half a designchoice (in character scenes) and half budget (story scenes). Since its a budget game, well nothing to do about it.
That's because Final Fantasy games are the hallmark for AAA jRPGs in the west. Ofcourse I would use them as example, especially towards someone that seems inclined they havent played that many jRPGs. (which was originally my argument by the way, not yours)
There are not that many AAA jRPGs to begin with either. It seems to me you dont understand that most games are neither AAA nor Indie.
Many jRPGs is just that. Many jRPGs. Not a majority per se, but still quite a large amount. It's nothing uncommon, but pretty common. And since its common, thats ''pretty usual for jRPGs''.
That's not a blanket statement. Its a general statement which is not quite the same.
You mention specific characters taking specific actions. Anyone with half a brain would know you just spoilered something. Its hard not to know that, since you mention them by name as well.
Not trying to be insulting here, but are you properly awake and all...?
K, let's clear it, shall we?
VN cutscenes are not a bad thing, but I see the point made by OP - not enough actual cutscenes.
This is just another aspect of this game that tells us about the limited budget.
Now that doesn't mean that jRPGs that use VN like conversation have to be low budged, because Persona 5 definitely isn't like that (it's not AAA either, but just You know - there's still that space in the middle where P5 belongs).
Although tbh the loading screens in that game looks awful.
On the other hand, conversation in Persona aren't exactly VN, because these don't happen with still image in the background, but within the game's enviroment.
And characters move during them, so I guess I'd rather pick Tales of and consider part of it being VN like (Skits) as well.
Now that I pointed out that, should we really consider oldschool jRPGs dialogues as VN?
It would mean the same for western approach of the genre.
I think calling them VN is inappropriate for what actually is a VN.
Going back to Shining Resonance.
Relying on VN wouldn't be bad if those would be more exploited instead of just characters having a chat.
I enjoyed the game and still enjoying extra content, but it is what it is, half the budget went to all the songs in the game lol
The only flaws that I see in games like that are the lack of voiced events that can be considered anti-immersive and the lack of CG that are an art to appreciate in these games.
The art and the songs are definately some of the outlyers. But as you say, theres no denying that a good part of the game is budgetted. Most notably gameplay balance and cutscenes amount.
Not the case for Persona 3 or 4 most of the time, but it might be different in 5. As for the difference between a CG/background image and a still of a 3D rendered enviroment...well that depends on whether the area is rendered in 3D to begin with. Since if it is, its exactly the same as taking a screenshot of it and using it as background.
I'd say in the case of this game its a case of not taking the time make pre-rendered cutscenes. So budget I guess. It might be a design choice, but I dont think so in this case.
(thats the concerning the story parts, it makes sense if its a design choice during character ineractions)
That all said, since the game works well enough I dont particularly mind. I dont see the point in considering a game a quality it is not. Stuff like low drop rate items is more an issue to me. As that means having to steal spam a lot. (tho, still a minor issue)
I could write a whole page on what this game could improve on, but unless SEGA tells me beforehand that they'll take that advice under consideration (unlikely) I dont see the point. :p
Well VNs exist in many kinds. Tho I do agree that the VN aspects of a game are rarely used well. Then again, that would also mean spending more budget, on CGs and all that. I'm all for it, but nothing we can really expect from a lower budget game.
yes they do and majority of jrpg's use visual novel elements at that.